struct VertexOutput {
    @builtin(position) clip_pos: vec4f,
}

@group(0) @binding(0)
var<uniform> camera_proj: mat4x4<f32>;
@group(1) @binding(0)
var<uniform> object_proj: mat4x4<f32>;

@vertex
fn vs_main(
    @location(0) pos: vec3f,
    @location(1) normal: vec3f,
) -> VertexOutput {
    var out: VertexOutput;
    let world_pos = object_proj * vec4f(pos, 1.0);
    // let world_normal = object.rotation * normalize(normal / object.scale);
    out.clip_pos = camera_proj * world_pos;
    // out.clip_pos = vec4f(pos.x, pos.z, 0.0, 1.0);
    return out;
}